View Full Version : Altered EoF bruiser skills (Tier 7 and other used skills only) + relic changes
TheSummoned
11-03-2006, 05:02 AM
<div></div>So I went to test to check out what was changed with our spells. But with the str cap working differently now I couldn't get this character to the same level of strengh (being a mage didn't help either) as Ajeco in comparison to her level, so I didn't bother to take the screenshots of our damage arts. Now before you all go "The sky is falling" on me, I'd like to add that none of these changes are set in stone and also that mobs were scaled down with us, so it shouldn't feel any different. With no further ado, I bring you our EoF alter ego skills: <img src="http://img261.imageshack.us/img261/7851/eq2000001ij9.jpg"> <img src="http://img433.imageshack.us/img433/9103/eq2000002uy6.jpg"> <img src="http://img443.imageshack.us/img443/605/eq2000004ei5.jpg"> <div></div><p>Message Edited by TheSummoned on <span class=date_text>11-03-2006</span> <span class=time_text>04:48 PM</span>
PhozFa
11-03-2006, 06:06 AM
even thou it sucks having reduced skills i don't notice that much diffrence with the mobs being scaled also. <div></div>
Raidi Sovin'faile
11-03-2006, 03:19 PM
Vigorous Spirit is only ~700 now? Well then... that should shut up a few folks.<div></div>
Nocifer Deathblade
11-03-2006, 08:03 PM
<DIV>All app and adept CAs/Spells are not being scaled down right? Just masters? If mobs scaled down then casual gamers who can't afford to buy masters would get massive boost while hurting serious raiders alot..</DIV>
Blayde01
11-03-2006, 08:09 PM
<BR> <BLOCKQUOTE> <HR> Nocifer Deathblade wrote:<BR> <DIV>All app and adept CAs/Spells are not being scaled down right? Just masters? If mobs scaled down then casual gamers who can't afford to buy masters would get massive boost while hurting serious raiders alot..</DIV><BR> <HR> </BLOCKQUOTE><BR>I looked around at my skills on test server yesterday, and it looks like Adept 1 skills arent getting changed, and adept 3 and master 1 skills are getting "scaled down". I didnt look at apprentice versions, so I dont know how that works for them.
TheSummoned
11-03-2006, 08:13 PM
<div></div><div></div>Was only interested in the masters since I'm almost fully mastered (Only missing kidney punch and Shake Off, argh)<p>Message Edited by TheSummoned on <span class=date_text>11-03-2006</span> <span class=time_text>04:14 PM</span>
Nocifer Deathblade
11-03-2006, 08:42 PM
<P>I am assuming that mob hp is being scaled down all across the board so the masters needed to be scaled down so the kill rate would stay the same but casual with adept 1s and below would experience nice boost against weakened mobs. I wonder if bruisers fully geared in treasured+adept 1s now can solo weakened blue heroic ^^^'s? In current form, they couldn't. I would disagree that they could do it. I support ubers fully decked out in masters and fabled should be able to handle blue heroics ^^^ just fine cuz they deserve it and it is incentive to go raiding. </P> <P>SOE just needs to be little careful not to ruin the incentive/rewarding/sense of accomplishments to motivate people to do raids. I agree that top-line raiders enjoy too much forcing mobs to tuned up too much to handle them while pwning all rest of the raid force in matter of seconds once that uber tank goes down which is not good at all. I'm sure that SOE wil find perfect balance between casuals and raiders and still deliver same sense of risk+reward balance. Wait and see how EOF turns out to be.. </P>
TheSummoned
11-03-2006, 08:47 PM
Added the Renegade (relic) Set. <div></div>
Nocifer Deathblade
11-03-2006, 08:59 PM
<P>Gee, I see that all mitigation on relic got reduced but HP stays the same or got boosted.. Resists are marginally reduced but physical mitigation got hit the hardest ouch. Stats are reduced marginally or no change. It made me think that mob HP didn't get scaled down at all cuz our Hp on relic didn't get scaled down.</P> <P>Good thing is that relic is still considered fabled. There were rumors that relic would be changed from fabled to legendary that would suck big time..</P> <P>I think the physical mitigaiton got reduced FAR too much. Remember, we will get diminishing return in effect on all mitigation/resists. Now, we get to reduce our mitigation as well as diminishing return in effect. Sounds like double whammy on reducing it.. Ouch. Wonder if casters fabled mitigation get reduced as well? or Just melees? Maybe casters can finally never get 1-shotted by raid mobs for a change. ;0</P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Nocifer Deathblade on <span class=date_text>11-03-2006</span> <span class=time_text>08:03 AM</span>
TheSummoned
11-03-2006, 09:31 PM
<div></div>Every armour piece had it's mitigation scaled down according to the changes. Since mobs don't have mitigation, their form of mitigation is their Hit Points and that got adjusted too. Also, mobs hit for a more constant damage and you have less chances of spike damage now: <b>NPC Changes</b> <font color="#ffff99"><b>• All NPC's have had the variance on their auto-attack damage narrowed. A mob who had a base damage value of 100 could swing between 50 and 150 points in the damage they dealt. Now that same mob would be swinging between 75 and 125 points.</b></font> • Gray, Green, and Blue mobs can now present a bit more of a threat than they could previously. • High Yellow and Orange mobs are slightly less difficult than they were previously. <font color="#ffff99"><b>• The overall damage modifier on auto-attack for most epic mobs has been reduced to bring them in line with the new combat system modifications. • Nearly all damage immunities on creatures have been removed. Many still remain highly resistant to certain types of damage and spells but immunities should be quite rare. </b><font color="#ffffff">Quote from Dymus, Lead Designer: </font></font> <hr size="2" width="100%">All creatures in EQ2 have had major modifications as well to balance out the player changes. Meaning, any place you see lower numbers on your character sheet, the creatures within the game have been affected the same way. The best way you can evaluate the full impact is going to be by getting out there and playing -- and then letting us know exactly what you think. <hr size="2" width="100%"> <div></div><p>Message Edited by TheSummoned on <span class=date_text>11-03-2006</span> <span class=time_text>05:35 PM</span>
ganjookie
11-03-2006, 10:41 PM
Thanks for this post! <div></div>
wesblueeyes
11-07-2006, 07:49 PM
<DIV>I have to agree we wont have a clue how these changes are going to impact us until we get a lot of play time and raid time collectively under out belts.</DIV>
<DIV><FONT color=#cccccc>I dont understand the last bullet on the defensive stance Retribution. It looks likes it's saying it adds mitigation, but I cant tell for sure.</FONT></DIV> <DIV><FONT color=#cccccc></FONT> </DIV> <DIV><FONT color=#cccccc>Edit: Ok, I get it now. If the stated mit of all your equipment is 3000, you get another 450 mit. But does that also include the vs crushing etc mit bonus on your equipment? </FONT></DIV> <P><FONT color=#cccccc>Also, on Vigorus Spirit. Duration and recast are both 3 minutes. Does that mean it's always available if you leave it up the full duration, or does the 3 minutes start when the effect ends or you cancel it?</FONT></P><p>Message Edited by Supple on <span class=date_text>11-07-2006</span> <span class=time_text>12:28 PM</span>
TheWorm
11-08-2006, 10:10 PM
Ya that is the new text on the defensive stances for all classes. Rather than saying "adds 406 mitigation" it now states that. I'm not in beta so I can't tell you if this makes a big difference. But what I have heard is that the stance will be 15% no matter what tier your skill it (ie adept 1 or master 1). If true, I really think this needs to be changed because it REALLY hurts my motivation to upgrade the spell. And the way Vigorous Spirit is in live its 3 minutes up with a 3 minute cooldown. I can't see them changing this. Even with the big reduction to mitigation having it constantly would be overpowered, and monks would complain way too much. <div></div>
<BR> <BLOCKQUOTE> <P></P> <HR> <P>TheWorm wrote:<BR></P> <P>And the way Vigorous Spirit is in live its 3 minutes up with a 3 minute cooldown. I can't see them changing this. Even with the big reduction to mitigation having it constantly would be overpowered, and monks would complain way too much. <BR></P> <P><BR></P> <HR> <P><FONT color=#cccccc>Here's how I look at it. Ive been working on a bruiser, and everything is so close in equivalent CA's that I think both are great classes to play. Meaning fun. Meaning, I would switch to bruiser if I thought overall it was a better subclass. But only because they're both fun. I for one, find it annoying that they're nerfing Vig Spirit. That one item really set apart the bruiser from the monk. So now Im not sure which is better. Bruisers do still have better dps, but only by a little. So now, the two classes are so close, Im not sure which one to pick. SOE should either just make us all brawlers, or be more distinctive. ATM, Im preferring bruiser because Im not interested in getting haste over 100%. My goal is 100% haste 100% dps, and let the rest slide. I dont want to be part of a diminishing returns curve is what it is.</FONT></P></BLOCKQUOTE><BR>
kittypack
11-12-2006, 12:20 AM
I never really understood why monk's could keep their haste buff up that used hit points, while bruiser's could only keep their mit buff up for 3 mins and had to wait 3 mins to recast it. With the change in the mitigation the buff gives, i would also like to see the ability to keep it up all the time. In a group situation, that would help us out tons. Seeing as monk's have their hate proc proci'ing 50% of ever hit they do, and with haste they keep taunt better than a bruiser. Idk, they aren't going to change sh*t, but this is my opinion.
Bhronn
11-12-2006, 04:49 AM
<div></div><div><blockquote><hr>Nocifer Deathblade wrote:<div></div> <p>I am assuming that mob hp is being scaled down all across the board so the masters needed to be scaled down so the kill rate would stay the same but casual with adept 1s and below would experience nice boost against weakened mobs. I wonder if bruisers fully geared in treasured+adept 1s now can solo weakened blue heroic ^^^'s? In current form, they couldn't. I would disagree that they could do it. I support ubers fully decked out in masters and fabled should be able to handle blue heroics ^^^ just fine cuz they deserve it and it is incentive to go raiding. </p> <p>SOE just needs to be little careful not to ruin the incentive/rewarding/sense of accomplishments to motivate people to do raids. I agree that top-line raiders enjoy too much forcing mobs to tuned up too much to handle them while pwning all rest of the raid force in matter of seconds once that uber tank goes down which is not good at all. I'm sure that SOE wil find perfect balance between casuals and raiders and still deliver same sense of risk+reward balance. Wait and see how EOF turns out to be.. </p><hr></blockquote>you assume wrong. In Kos zones most mobs have had substancial hp upgrades and the last few patches has saw eof mob get some also.Edit : To clarify you cant modify mobs across the board. It has to be done zone by zone. They are concerned with eof and those mobs are getting ehh they are ok. The old kos zones tho im pretty sure the values went in backwards because green solo mobs will hit you for full dmg. So they got to hit bonus' plus hp rather than the opposite.</div><p>Message Edited by Bhronn on <span class=date_text>11-11-2006</span> <span class=time_text>03:54 PM</span>
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